Description: Not only does this hack replace all of the in-game music with high quality orchestrated versions, it also supports all of the anime cutscenes from the PSX version. Work is still ongoing to improve the video quality, as well as to fix any remaining bugs in the audio code, but a final release should be available eventually.

Audio Notes: This hack originally used the Chrono Trigger Symphony album by Blake Robinson. This 3-part album is not free, but is available for purchase here. Upon purchase, the FLAC files can be converted to MSU-1 .pcm files using this tool and this config file. See the usage instructions provided below.

The installer has 4-8 options for pretty much every track, and I've done almost all of them (I also made the Cut Songs Restoration mod that's optional in the installer).

I've also done the PCMs for all 3 Ys game MSU mods on this site.

Oh ok, Now I know why it had a similar quilty to it. Both of them are very well made pcms . Question on the Final Fantasy dance mod. Is it finished? The reason I ask is because its has been listed as final beta for a while now and I have no clue if its done. If it is I will give it a shot. :-)

Polargames wrote:Oh ok, Now I know why it had a similar quilty to it. Both of them are very well made pcms . Question on the Final Fantasy dance mod. Is it finished? The reason I ask is because its has been listed as final beta for a while now and I have no clue if its done. If it is I will give it a shot. :-)

It's going to perpetually be in "final beta" until Insidious figures out how to get fading working properly.

Right now all known bugs except for 2 are taken care of, and it's completely playable beginning to end with every track working as intended. Both remaining bugs should be taken care of with fading implementation when that's figured out.

Basically, it might as well be finished, and just needs minor polishing (that is apparently very hard to get working).

I'm in the process of a very deep dive into the Chrono Trigger SPC engine, which shares a lot of similarities with the FFIV engine, and I'm running into the same issue with volume and fades. It seems like the issue is that the SPC actually keeps track of several different volume-related variables internally, which all get combined into the final output volume. Trying to treat all volume-related commands as if they're modifying the same single value results in all kinds of weirdness. I'm getting close though...

qwertymodo wrote:I'm in the process of a very deep dive into the Chrono Trigger SPC engine, which shares a lot of similarities with the FFIV engine, and I'm running into the same issue with volume and fades. It seems like the issue is that the SPC actually keeps track of several different volume-related variables internally, which all get combined into the final output volume. Trying to treat all volume-related commands as if they're modifying the same single value results in all kinds of weirdness. I'm getting close though...

I'm not sure, but I think the main problem with fading in FFVI is that the NMIs in battles are too fine-tuned, and any NMI's causes timing-related glitches. I really don't know for sure though.

I know Madsiur was going to take a look at fading for FFVI to try and help figure it out, maybe once you've finished the Chrono Trigger stuff you can use what you figured out there to help as well?

This fixes a ton of tracks that were triggering a huge volume jump for a split second right when they first load. I'm not 100% sure that it's quite that simple, but the basic idea of a separate gain value that gets multiplied in order to calculate a final volume is definitely there in the SPC engine (in fact, there are no less than 4 different variables that get multiplied together, but several aren't relevant to the MSU-1 because they control things like stereo panning).

qwertymodo wrote:I'm in the process of a very deep dive into the Chrono Trigger SPC engine, which shares a lot of similarities with the FFIV engine, and I'm running into the same issue with volume and fades. It seems like the issue is that the SPC actually keeps track of several different volume-related variables internally, which all get combined into the final output volume. Trying to treat all volume-related commands as if they're modifying the same single value results in all kinds of weirdness. I'm getting close though...

Could it be some thing with the OG code, Like hard coded into the game? I just takeing a guess, Reason I brought it up I have read on here how much of a challenage that can be. But again I am just guessing.

This fixes a ton of tracks that were triggering a huge volume jump for a split second right when they first load. I'm not 100% sure that it's quite that simple, but the basic idea of a separate gain value that gets multiplied in order to calculate a final volume is definitely there in the SPC engine (in fact, there are no less than 4 different variables that get multiplied together, but several aren't relevant to the MSU-1 because they control things like stereo panning).

Could you mod the stereo panning, Like finding a way to null it or loop it back to msu-1 tracks?

No. The MSU-1 doesn't do panning, and the panning variables are completely internal to the SPC, so there wouldn't be any way of accessing them anyway. And really, it doesn't matter because the panning is already "burned into" the .pcm audio files. The only reason I even brought it up is because all of these extra variables make the code more complicated to pick apart and to be sure that I actually understand what's going on.

qwertymodo wrote:No. The MSU-1 doesn't do panning, and the panning variables are completely internal to the SPC, so there wouldn't be any way of accessing them anyway. And really, it doesn't matter because the panning is already "burned into" the .pcm audio files. The only reason I even brought it up is because all of these extra variables make the code more complicated to pick apart and to be sure that I actually understand what's going on.

Darn, thats sucks. I did not know that. I thought that you could use the empty space as a loop back point. lol

I tried downloading the stuff to try it out, but every single link for this mod on qwertymodo's servers is reporting a bad gateway error, so I can't grab it...

Even without checking things out, I can say that the audio for the video should not be in a separate file from the video, for the simple reason that the MSU-1 chip is only capable of 1 data stream at a time. If it's streaming the video, it's impossible for it to stream a separate audio file; so the audio has to be included with the video to work.

I'd love to go over the readme, because that would probably tell me what I need to know to help you out, but again, can't grab any of the mod's files...

And does anyone else hate the fact that Windows defaults to not showing file extensions?

edale wrote:I tried downloading the stuff to try it out, but every single link for this mod on qwertymodo's servers is reporting a bad gateway error, so I can't grab it...

Even without checking things out, I can say that the audio for the video should not be in a separate file from the video, for the simple reason that the MSU-1 chip is only capable of 1 data stream at a time. If it's streaming the video, it's impossible for it to stream a separate audio file; so the audio has to be included with the video to work.

I'd love to go over the readme, because that would probably tell me what I need to know to help you out, but again, can't grab any of the mod's files...

But the msu1 doesn't stream the video data, all is only a chunk of tiles sended to the vram via dma.

Is the own snes itself that is performing that task, while the audio file efectively is sended from the msu1 using two analogic channels (that doesn't pass through the spc700, but goes directly to the dsp).

More or less the thing is like that.

edale wrote:And does anyone else hate the fact that Windows defaults to not showing file extensions?

Sorry, that was my fault, i configured the explorer to not showing the file extensions ^^

But the file marked as the "video file" is the .msu, and the audio file is an .pcm.